Terror
Give the opponent the "Afraid" ailment for a short time. I do not advise
using this spell if you are looking for experience. This becomes useless
mid-game if it wasn't useless before already.

Sleep
Gives the opponent the "Asleep" status for a short time. One of the most
useful spells in the game, even if your party already has a Bard with the
Poet's Lute. This becomes useless after mid-game however, as you'll have
ways of dealing with multiple targets.

Armor Shield
Grants an Armor Class bonus to a character. Initially, the meager protection
offered by the spell will not be too helpful. Later on however, it is a very
useful spell to cast while hiding (or after you drank an invisibility potion)
due to its cheap costs and noticeable drop in Armor Class when cast at level 7.

Direction
Shows the direction your party is facing. A useless spell after you get the
Journey Map Kit, as you can easily check which way you are facing by using
the map.

Level 2 spells: (18 Thaumaturgy)Magic Missile
Damages a limited number of opponents. Useful when you need to deal medium
amounts of damage to a group.

Shrill Sound
Damages an entire group, regardless of the size of the group. Very useful
when you don't want to waste extra spell points to hit everything in a group.

Missile Shield
Deflects any attacks that are projectile attacks (i.e. uses "Throw" or "Shoot"
as a form of attack). Chance of being deflected is related to how high of
a spell level you use to cast the spell, with around a 99% deflection rate for
a level 7 Missile Shield.

Knock-Knock
Opens locked chests and doors. Success rate is related to the power of the
spell and the complexity of the lock. Don't expect to use this spell
successfully midgame and onwards.

Detect Secret
Acts like you have a high amount of scouting skill. Very useful the first
time through the game if you don't want to build up scouting. Very useless
subsequent times. When you need to search, the eye will twinkle; however
if you have a weak Detect Secret, the eye may not pick up on some things.

Watchbells
Wakes up everyone who is asleep. The success rate of the spell depends on
how tired the characters are and how long they've been sleeping. Not very
useful after you get the Mind Control Personal skill--even before then,
the spell doesn't really work too well if you're not already at full
stamina.

Weaken
Makes the opponent do less damage when they attack. Useful I suppose, but
I prefer killing them as quickly as possible. Supposedly this spell also
lowers resistances, which can be very useful, but there's no way to tell for
certain.

Level 3 spells: (37 Thaumaturgy)Fireball
Once you get this, you'll be avoiding usage of Magic Missile except on
Undead and fire-resistant monsters.

Fire Shield
Reduces or eliminates the effectiveness of all Fire Realm spells and Fire
based attacks. Don't expect it to eliminate spell damage to nothing when
it is coming from something strong, although Fire Crow breath will be
much less painful.

Ice Shield
Reduces or eliminates the effectiveness of all Water Realm spells and
Ice-based attacks. You'll be happy to have this up when something decides
to cast Deep Freeze on you.

Web
Paralyzes one target. Yuck. There are better things out there to learn;
the only monsters you would want to cast this on are incredibly
resistant to it because they are NPCs or the monster equivalent of one.
If you can paralyze an NPC with this, you're WAAAY above the NPC's level.

Whipping Rocks
For a group hitting spell, this isn't that great. A lot of monsters have
enough Earth resistance to make this spell relatively useless--however,
when the damage gets through it is all right.

Stink Bomb
Not a very useful spell. It will hit from 1-3 targets only, which explains
the relatively inexpensive casting cost. However, Shrill Sound and Magic
Missile are better, AND you get them earlier. If you think the added
chance of Nausea is worth it though, go right ahead and get it.

Air Pocket
Deflects Asphyxiation spells and reduces the effectiveness of incoming
Air-based spells that stick around as clouds. It also reduces the
effectiveness of breath weapons like Dragonlizard breath. Don't expect
this spell to have any effects on Whirlwind or Firestorm however.

Blink
Randomly makes you invisible/uninvisible during the round. You will
always become uninvisible to attack. Lasts quite a while too. Don't
bother with this spell if the character knows Ninjitsu though.

Level 4 spells: (54 Thaumaturgy)Iceball
The Ice equivalent of Fireball, only more expensive. But then, it hurts
more, so that's a fair trade off. With Fireball and Iceball in your
belt, you're probably finished with mass-target spells for a long while
through the game--at least for your mage.

Magic Screen
Reduces the effectiveness of all incoming spells and spell-like attacks.
That includes breath weapons and fireball-like blasts, but not little
laser beams like the ones the T'Rang Tecniks use to attack. Remember:
this can be casted outside of battle.

Conjuration
Summons a monster to help you. They range from the pathetic Vulture at
a level 1 casting to perhaps Fieros and Myxlmynx at level 7 (which are
pretty darn useful). The best out of the three summoning spells if you
want magical damage.

Armormelt
Makes the opponent easier to hit. Think of it as the opposite of
Armor Shield, except it targets everyone.

Crush
Does up to 200 damage to one target. Of course, it misses so much that
it just isn't worth it. That's right, MISSES, not resisted.

Wizard Eye
Gives an overhead view of the area--just like you had a Journey Map kit.
(Surprise...) Skip this spell if I were you, unless you've been
skimping on your Mapping skill or don't know if there is a secret passage
behind a wall.

Spooks
A Terror spell that affects all opponents. I don't recommend it.

Level 5 spells: (72 Thaumaturgy)Prismic Missile
Causes random status ailments or damage. It is more likely to cause damage
on weaker opponents and more likely to cause status ailments (which rarely
includes "withers and dies") on more powerful ones. Keep in mind that this
won't work on something with 100% or greater Light Resistance, like Man O'
Groves.

Anti-Magic
Tries to prevent a group from casting spells successfully. Not too useful
when you're fighting multiple groups of spellcasters as it is better to
just off them all right off the bat, but insanely useful when fighting one
group of spellcasters if you want to conserve on your mass-target spells.

Levitate
Prevents damage if you fall into a pit, and augments your Climbing skill
when you climb. Levitate won't help you if you jump off a cliff however;
you'll still die. The power level in this case is for duration, not
damage prevented as a level 1 Levitate will protect you from falling into
pits.

Deep Freeze
Learn to love this spell. It is the most consistently damaging spell in
the game--which is why you need Ice Shield when monsters cast it on you!

Level 6 spells: (90 Thaumaturgy)Firestorm
Fun fun fun. Burns the enemy for a small amount for several turns. Very
useful up to mid-game to kill things--after that it's useful to add a bit
of damage here and there to cut battle time down.

Astral Gate
Instantly kills demons. Since it's specialized, getting this is up to you.
You *will* run into demons however.

Zap Undead
Useless. Don't waste your time with this spell--anything undead you find
is either going to be real easy or real resistant to this expensive spell.

Recharge
Very useful when used on items that have the effect of Magicfood when used
and can be used multiple times. Otherwise mildly useful to get back
charges on items like the Amulet of Asphyxiation.

Noxious Fumes
Not very useful. Just a better version of Stink Bomb that hits a group.
However, there is a much better chance of nausea than Stink Bomb.

Asphyxiation
Wipes out lower level critters with ease. You can get this decently fast
with a mage, so try to grab this spell as fast as possible if you're on
hard mode and the 5 groups of critters that ambush you each fight start
to get on your nerves. Becomes useless near the end of the game though.

Ressurection
You can always quit-reload, and unlike Ressurection, you don't have to wait
forever to get it. However, since it can be used in a fight, it isn't totally
useless. However, if you're the perfectionist type you're probably going
to skip this spell. If you ressurect a character, the character loses 1 point
of Vitality and their life counter increases by 1.

[size=+2]Theology (Priest spellbook)[/size]

Level 1 spells:Heal Wounds
Get it if you like it, get it if you don't.

Make Wounds
An attacking spell which uses spell points better suited for healing?
I sure don't like that. You might, but saving the spell points for healing
will save you some nap time.

Stamina
Get it if you like it, get it if you don't.

Bless
Grants you bonuses to hit. Hey, I'd take that any day. Even later in the
game, this spell is useful.

Charm
Paralyzes an opponent. Out of battle, it makes it easier to make friends
with NPCs. If you have diplomatic problems, this may be useful. Otherwise,
skip for a better spell unless you have no choice.

Level 2 spells: (18 Theology)Enchanted Blade
Helps with hitting and dealing damage, AND you can cast it out of battle.
Love this spell.

Dispel Undead
Only works on undead, but there's a lot of undead in the game. It works
more often on the skeleton types of undead than the ghost types of undead.
Keep in mind that any of the "Spectral" monsters like Spectral Ravens or
Spectral Moths are considered undead as well. Don't expect it to work too
well on some unique undead monsters, with a very notable exception of the
ones in Witch Mountains.

Cure Lesser Condition
Cures or reduces the duration of the "Irritation," "Sleep," "Afraid,"
"Blind," and "Nausea" ailments. This spell is very useful to cut down on
the time you spend sleeping, and if you run out of Mental spell points it is
no big deal, so there is no need to ration uses of this spell.

Divine Trap
Helps to identify which trap a chest is booby trapped with. You will only
need it if your Skulduggery character has a low amount of Skulduggery, or
if you are unfamiliar with guessing the traps of the game.

Identify
Tells you how much damage (if applicable) the item does and what special
effects it may have. If it has a special power, it won't tell you what it
is, but it will mention the that it has one. Special powers are where when
you equip the item, it asks you if you want to invoke its special power, and
generally are very limited in usage. This is best used as a "what does this
item do" check, where you cast and reload--however, for some things (like
weapon damage for some weapons) it will give the wrong numbers.

Slow
Slows down an enemy group. Useful when fighting enemies stronger than you
so that you can try to go first in subsequent rounds. Much more useful
when combined with Haste to make sure you go first.

Level 3 spells: (37 Theology)Hold Monsters
Attempts to paralyze a group. Unlike Web or Paralyze, the "Paralyze"
ailment caused by this spell is easily removed by an attack.

Sane Mind
Cures or reduces the duration of the "Insanity" ailment.

Silence
Silences a group of monsters. Don't try it on the Umpani, most Munks,
Gorn Rangers, and other Alchemical spellcasters.

Armorplate
Improves the armor class of each character (although you won't see
any changes in the review screen). The bonus is that it can be casted
outside of battle.

Blades
Does decent damage, especially considering that it's a damaging spell
the Priest has access to. After multiple castings of Armorplate, you'll
want to do *something* with all the spare Earth spell points you have.

Haste
Speeds up your party. Very useful in fights against monsters faster
than you (or higher level).

Cure Paralysis
Cures or reduces the duration of the "Paralyze" ailment. Useful. Get it.

Restfull
Restores everyone's stamina. The amount restored is less than what you
would get back if you casted Stamina on each character, but the convenience
makes this spell useful. Still, if you can, there are better spells to get
than this.

Level 4 spells: (54 Theology)Conjuration
Summons a monster to help you. They range from the pathetic Vulture at
a level 1 casting to perhaps Fieros and Myxlmynx at level 7 (which are
pretty darn useful). The best out of the three summoning spells if you
want magical damage.

Paralyze
Paralyzes an enemy. Is about as useful as Web is for mages and Alchemists.

Superman
VERY useful. It reduces the amount of stamina you use when you take a
swing at a monster, or whatever form of attack you use.

Whirlwind
Another attacking spell for the Priest. Unfortunately, most monsters
don't take a whole lot of damage from this, if they get hurt at all.

Level 5 spells: (72 Theology)Lightning
The only Fire spell for Priests, and it hits in a group to boot.
Grab it as early as possible so that you can have as many spell points
for it as possible unless you already have Fire spell points.

Death
Instantly kills one target. Not too handy as it doesn't work often--the
things it works on are easy to kill anyway in most cases.

Remove Curse
Makes it possible to unequip a cursed item. Quite useful; however, a weak
enough Remove Curse will only allow you to unequip some items and not others,
so make sure you use a level 6 or 7 Remove Curse.

Healthfull
Heals everyone for a small amount of hit points. This spell would be nicer
if it actually healed more damage--a level 1 Healthfull seems to heal around
1-4 damage; you do the math. Still, it's group healing, and that's always
nice.

Purify Air
Eliminates or reduces the duration of any cloud spells casted on your party.
Handy when you get pounded with Poison Gas or Firestorm.

Cure Disease
Cures the "Disease" ailment. If it doesn't go away when you cast it, cast
a stronger Cure Disease. The higher your vitality, the lower the spell level
you will need to cure the disease.

Level 6 spells: (90 Theology)Cure Stone
Cures the "Stone" ailment. If it doesn't go away when you cast it, cast
a stronger Cure Stone. The higher your vitality, the lower the spell level
you will need to cure the petrification. When cured, the character who
was stoned loses 1 point in Vitality.

Locate Object
Acts like Wizard Eye, only it shows the locations of any chests in the area
(not dropped items).

Lifesteal
Attempts to do a large amount of damage to one enemy and heal you with that
damage. Your spellcaster will never need to cast Heal Wounds on him or
herself again. It works on a *lot* of enemies, but don't expect it to
work on the real nasties like Rexx or Godzylli very often--even at level 7.

Astral Gate
Instantly kills demons. Since it's specialized, getting this is up to you.
You *will* run into demons however.

Recharge
Very useful when used on items that have the effect of Magicfood when used
and can be used multiple times. Otherwise mildly useful to get back
charges on items like the Amulet of Asphyxiation.

Word of Death
The Priest equivalent of Nuclear Blast. Get it if you need another
source of mass damage.

Ressurection
You can always quit-reload, and unlike Ressurection you don't have to wait
forever to get it. However, since it can be used in a fight, it isn't totally
useless. However, if you're the perfectionist type you're probably going
to skip this spell. If you ressurect a character, the character loses 1 point
of Vitality and their life counter increases by 1.

Death Wish
Tries to instantly kill everything. Better than Death, but still horrible.
Get it if you really like instant-death; otherwise don't bother with it if
you have a choice, unless you really need another 20 Divine spell points or
you're getting this early in the game.

[size=+2]Theosophy (Psionic spellbook)[/size]

Level 1 spells:Mental Attack
Your typical level 1 damage spell. It has the bonus of a large possibility
of inflicting "Insanity" but this bonus is rather useless after mid-game.

Bless
Grants you bonuses to hit. Hey, I'd take that any day. Even later in the
game, this spell is useful.

Charm
Paralyzes an opponent. Out of battle, it makes it easier to make friends
with NPCs. If you have diplomatic problems, this may be useful. Otherwise,
skip for a better spell unless you have no choice.

Sleep
Gives the opponent the "Asleep" status for a short time. One of the most
useful spells in the game, even if your party already has a Bard with the
Poet's Lute. This becomes useless after mid-game however.

Heal Wounds
There really shouldn't be a reason why you didn't pick this as your first
spell. Any healing is nice.

Stamina
Unlike the Priest, get this at your leisure. Still, get it quick, as you'll
need stamina recovery spells and items in the game.

Terror
Attempts to give the "Afraid" ailment to a group. Not very helpful if you're
trying to get experience.

Level 2 spells: (18 Theosophy)Psionic Fires
The Psionic equivalent of Fireball, only earlier. Quite useful at this point
in the game.

Knock-Knock
Opens locked chests and doors. Success rate is related to the power of the
spell and the complexity of the lock. Don't expect to use this spell
successfully midgame and onwards.

Cure Lesser Condition
Cures or reduces the duration of the ailments "Irritation," "Sleep," "Afraid,"
"Blind," and "Nausea." This spell is not that crucial for the
Psionic--everything can be cured with a little rest or by the Priest if
you have one in your party. In the case of "Nausea," make *sure* it is
"Nausea." "Disease" looks a lot like "Nausea" if you weren't paying attention
whenyou got it. The reason why this spell isn't too useful for the Psionic is
because the Psionic actually needs his/her Mental spell points for spells
like Mental attack.

Divine Trap
Helps to identify which trap a chest is booby trapped with. You will only
need it if your Skulduggery character has a low amount of Skulduggery, or
if you are unfamiliar with guessing the traps of the game.

Detect Secret
Acts like you have a high amount of scouting skill. Very useful the first
time through the game if you don't want to build up scouting. Very useless
subsequent times.

Identify
Tells you how much damage (if applicable) the item does and what special
effects it may have. If it has a special power, it won't tell you what it
is, but it will mention the that it has one. Special powers are where when
you equip the item, it asks you if you want to invoke its special power, and
generally are very limited in usage. This is best used as a "what does this
item do" check, where you cast and reload--however, for some things (like
weapon damage for some weapons) it will give the wrong numbers.

Confusion
Attempts to inflicts the "Insanity" ailment on an enemy group. Insanity
is a nice ailment to have inflicted, but after a while most of the monsters
you want to nail with this are pretty darn resistant to it.

Watchbells
Wakes up everyone who is asleep. The success rate of the spell depends on
how tired the characters are and how long they've been sleeping. Not very
useful after you get the Mind Control Personal skill--even before then,
the spell doesn't really work too well if you're not already at full
stamina.

Shrill Sound
Hurts an entire enemy group, regardless of number. For the Psionic however,
it takes a backseat for Psionic Fires in priority unless you have mass
enemy group problems (i.e. hordes of Rattkin Rogues/Bandits).

Weaken
Makes the opponent do less damage when they attack. Useful I suppose, but
I prefer killing them as quickly as possible. Supposedly this spell also
lowers resistances, which can be very useful, but there's no way to really
tell for certain.

Slow
Slows down an enemy group. Useful when fighting enemies stronger than you
so that you can try to go first in subsequent rounds. Much more useful
when combined with Haste to make sure you go first.

Level 3 spells: (36 Theosophy)Dazzling Lights
The Psionic version of Prismic Missile, it dispenses status ailments or
just sheer damage. For some odd reason, this spell in my experience tends
to dispense status ailments more than just pure damage--however, the
"withers and dies" effect seems to pop up more often with this. Note:
This spell will not work on enemies with 100% or greater Light Resistance.

Blades
Unlike the Priest, the Psionic already has decent damage dealing spells.
Still, it's useful when you run out of spell points.

Hold Monsters
Attempts to paralyze an enemy group. Unlike the other paralyzing spells,
the paralyze effect from this is very likely to go away from getting
attacked.

Mind Read
Attempts to read an NPC's mind. You will either see a phrase that will
trigger some tidbit of information from the NPC, something you could have
found out by Loring with the NPC, or "Nothing" will flash on the text part
of the screen. Pointless after the first time through the game.

Sane Mind
Cures or reduces the duration of the "Insanity" ailment. Comes in handy
at times, as unlike the monsters your characters seem to be subsceptible to
insanity quite often.

Blink
Randomly makes the character invisible/visible throughout the round. Lasts
for quite a while, but is not a suggested spell if you are using a Monk to
get these spells.

Silence
Attempts to silence a group of monsters. Try to avoid casting this on
Alchemical-casting monsters.

Cure Paralysis
Cures or reduces the duration of the "Paralysis" ailment. Especially useful
when the trap goes off in your face and leaves you paralyzed for days.

Level 4 spells: (54 Theosophy)Armormelt
Makes it easier to hit and damage monsters. Think of it as the opposite
of Armor Shield.

Psionic Blast
A group version of Mental Attack, and just about as useful.

Illusion
Summons monsters to fight for you. Fantasmogoras are at the high end of
things that are summoned by this. The best out of the three summon spells
if you like instant death spellcasters.

Wizard Eye
Gives an overhead view of the area--just like you had a Journey Map kit.
(Surprise...) Skip this spell if I were you, unless you've been
skimping on your Mapping skill or don't know if there is a secret passage
behind a wall.

Spooks
The mass, hit-everything version of Terror. Yay. You're better off picking
Psionic Blast than this.

Paralyze
Paralyzes one enemy. Same thing as Web. You're not going to be using this
successfully when you want to.

Level 5 spells: (72 Theosophy)Death
Useless, if it weren't for the fact that with the huge amount of Mental
spell points the Psionic has, it actually might work on something after the
umpteenth time. So near useless.

Level 6 spells: (90 Theosophy)Locate Object
Is a Wizard Eye spell that also shows the locations of chests (but not
dropped items).

Lifesteal
The *only* true spell the Psionic will get at high levels of Theosophy that
is actually quite useful. Take it as soon as you can learn it. The massive
amounts of healing is really nice, and you kill something in the process
(sometimes something nasty like a Vampire Vulture or a Dragorra).

Level 7 spells: (98 Theosophy)Mind Flay
It's a mass target spell, and it's really nice. Unfortunately it is the
worst out of all the mass target spells because a lot of monsters tend to
resist the type of damage it deals, just like Psionic Blast and Mental
Attack.

Locate Person
Tries to find all the NPCs in the world. A level 7 Locate Person tends
to find all the NPCs.

Ressurection
You can always quit-reload, and unlike Ressurection, you don't have to wait
forever to get it. However, since it can be used in a fight, it isn't totally
useless. However, if you're the perfectionist type you're probably going
to skip this spell. If you ressurect a character, the character loses 1 point
of Vitality and their life counter increases by 1.

[size=+1]Alchemy (Alchemist spellbook)[/size]

Level 1 spells:Acid Splash
Your basic level 1 damage spell. A couple groups of monsters (the vapors in
particular) are pretty much immune to acid, but not a lot are.

Itching Skin
Attempts to inflict the "Irritated" ailment on a group of monsters. Tends to
work on a lot of them (even some boss-like monsters like *S P O T*).

Heal Wounds
Heals one guy. There shouldn't be a reason why you aren't picking this spell
first.

Stamina
Restores stamina. Very useful, so get it in the early stages of the game.

Sleep
Gives the opponent the "Asleep" status for a short time. One of the most
useful spells in the game, even if your party already has a Bard with the
Poet's Lute. This becomes useless after mid-game however.

Charm
Paralyzes an opponent. Out of battle, it makes it easier to make friends
with NPCs. If you have diplomatic problems, this may be useful. Otherwise,
skip for a better spell unless you have no choice.

Poison
Deals damage and attempts to poison the damaged enemy. Much more useful
than Acid Splash in some cases, and less so in others.

Level 2 spells: (18 Alchemy)Blinding Flash
Attempts to inflict the "Blind" ailment on a group of monsters. Don't
expect this to work on monsters with light resistance like Man' O' Groves.
If Dazzling Lights or Prismic Missile don't work on that monster, this won't
either.

Cure Lesser Condition
Extremely useful for the Alchemist to have--unlike the other spellcasters,
Alchemists got a lot of ailment-happy spells; what do you think happens when
they backfire on their spells?

Confusion
Yet another ailment spell--it attempts to inflict the "Insanity" ailment on
a group of monsters. You won't be using this too much after mid-game, as
most monsters seem to shrug off this spell.

Level 3 spells: (36 Alchemy)Stink Bomb
Yuck. You have better ways of making people sick. Still, you might like
the spell. I don't.

Air Pocket
Deflects Asphyxiation spells and reduces the effectiveness of incoming
Air-based spells that stick around as clouds. It also reduces the
effectiveness of breath weapons like Dragonlizard breath. Don't expect
this spell to have any effects on Whirlwind or Firestorm however.

Web
You really don't need this spell. What do you prefer, paralyzing one guy
or Blinding the entire group?

Whipping Rocks
Your first group-target damage spell as an Alchemist. The fact that it
doesn't seem to effectively hit most of the group at times can be
overlooked in this case, as you have nothing better as a group damage spell
at this point.

Cure Paralysis
Cures or reduces the duration of the "Paralyze" ailment. Keep it handy.

Level 4 spells: (54 Alchemy)Fire Bomb
Once you get this, you can stop using Whipping Rocks if you got it. It's
the Alchemist's equivalent of Fireball, and as a Fire spell it hits quite
often. Still, you may pass this up for the Cloud-type spells you get in
this batch of spells.

Acid Bomb
A lasting cloud of Acid damage that lasts around 3-4 turns. Does decent
damage, like Firestorm, only not as much.

Crush
Tries to do up to 200 points of damage to one enemy. I say "tries" because
it misses quite often. That's right, MISSES, not resisted.

Poison Gas
Like Acid Bomb, it is a lasting cloud that sticks around for around 3-4 turns.
However, unlike Acid Bomb, it has a chance of poisoning anyone in the cloud,
and if they are hit multiple times, the poison lasts longer. Enjoy.

Cure Poison
Cures or reduces the duration of the "Poison" ailment. You will need this
as you get hit with nasty things like Vorpal Swords and attacks that poison
you on each hit.

Level 5 spells: (72 Alchemy)Draining Cloud
Drains the stamina out of the group it is casted on, and lasts for a short
while. Useful when you're trying to tire out the enemy--especially if they
use breath attacks or spells.

Cure Disease
Cures the "Disease" ailment. If it doesn't go away when you cast it, cast
a stronger Cure Disease. The higher your vitality, the lower the spell level
you will need to cure the disease.

Purify Air
Eliminates or reduces the duration of any cloud spells casted on your party.
Handy when you get pounded with Poison Gas or Firestorm.

Deadly Poison
Attempts to make the opponent wither and die; failing that, it attempts
to damage and inflict the "Badly Poisoned" status on the opponent. When
this spell works, it REALLY works. You'll either love this spell or hate
it. Either way, it's much better than Death is.

Create Life
Creates monsters out of nothing. Monsters range from Spectral Moths to
Godzylli and Bloodwyrms. The best summoning spell out of the three if you
want sheer muscle; heck, it's the best period since the Godzylli can last
much longer than the other summoned creatures.

Level 6 Spells: (90 Alchemy)Toxic Vapors
The cloud version of Stink Bomb. Very useful, and makes sure that at least
even powerful monsters can be incapacitated at times.

Noxious Fumes
Not very useful. Just a better version of Stink Bomb that hits a group.
However, there is a much better chance of nausea than Stink Bomb.

Asphyxiation
Wipes out lower level critters with ease. You can get this decently fast
with a mage, so try to grab this spell as fast as possible if you're on
hard mode and the 5 groups of critters that ambush you each fight start
to get on your nerves. Becomes useless near the end of the game though.

Cure Stone
Cures the "Stone" ailment. If it doesn't go away when you cast it, cast
a stronger Cure Stone. The higher your vitality, the lower the spell level
you will need to cure the petrification. When cured, the character who
was stoned loses 1 point in Vitality.

Level 7 Spells: (98 Alchemy)Deadly Air
The Alchemist mass target spell. Quite useful. For an air spell, it isn't
resisted very much at all.

Death Cloud
The Alchemist instant-death spell. Not very great though, especially with
that expensive amount of spell points needed.